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Posts with tag seal-of-wisdom

The Light and How to Swing It: Retribution in 4.0.1


With the Light as his strength, Gregg Reece of The Light and How to Swing It faces down the demons of the Burning Legion, the undead of the Scourge, and soon, an entire flight of black dragons. Please send screenshots as well as any comments to gregg@wow.com.

A couple weeks back, I covered the changes to protection for the 4.0.1 pre-Cataclysm patch that usually goes out a month(ish) or so before release. The point of those patches is so that everyone can play with the new class features and get everything figured out before the chaos that is the actual expansion release. Now it's time to do the same sort of coverage for ret pallies. If you haven't been following the changes thus far, it's going to look odd. There are new class concepts and skill/buff consolidations.

First off, picking your spec now has a lot more meaning from the get-go. You receive most of the passive buffs that you'd have to spend 40 talent points getting in the past for free at level 10 that are responsible for making your chosen spec usable. As an example, you get Sheath of Light, Two-Handed Weapon Specialization and Judgements of the Bold. That provides your attack power-to-spellpower conversion, your weapon damage bonus and your mana regeneration. All of this just for picking the spec. In addition, you get a new attack called Templar's Verdict that we'll get into later.

First off, let's talk about the biggest change to our class in the expansion: holy power.

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Filed under: Paladin, (Paladin) The Light and How to Swing It

The Light and How to Swing It: Where did they go?

With the Light as his strength, Gregg Reece of The Light and How to Swing It faces down the demons of the Burning Legion, the undead of the Scourge, and soon, an entire flight of black dragons. Please send screenshots as well as any comments to my email at gregg@wow.com.

Before we get on to business, I need another batch of screenshots for headers if anyone feels like tossing a couple my way.

A lot of abilities have been either renamed, revamped or removed in the Cataclysm beta. This is part of a consolidation process to remove a lot of buttons off of our bars. Other abilities were changed to remove durability and healing from retribution.

However, in the interest of explaining where things went, I decided it might be best to make a list of our lost and renamed abilities, for those of you who haven't been able to keep up with all of the changes.

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Filed under: Paladin, (Paladin) The Light and How to Swing It

The Light and How to Swing It: Keeping the tank alive


Every Sunday, Chase Christian of The Light and How to Swing It invites you to discuss the finer side of the paladin class: the holy specialization. This week, we examine how to handle situations where the tank is getting destroyed, and we're tasked with keeping them alive.

Tank death
. It's one of the worst ways for a raid encounter to end: abrupt and usually absolute. In a dungeon, you've typically only got one guy who can take a few blows, and so the enemy will start cleaving your soft DPS. Blizzard balances each raid encounter around the idea of having two tanks, so the other tank is often busy with their own duties, and can't survive the double duty. With this era of multiple enrage timers and tight DPS requirements, there's really no room for bringing a spare tank for the 'just in case' situation.

Holy paladins are uniquely designed to be the masters of tank healing. We've got multiple cooldowns we can use to reduce their incoming damage, and the most potent HPS toolkit available. A tank has to actually try to die when we've got the Holy Light firehose aimed at them. However, even with all these abilities at our disposal, a tank can still eat dirt halfway through an encounter if we're not playing our best. Read on for a discussion on how to keep your tank up during high damage situations.

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Filed under: Paladin, Raiding, (Paladin) The Light and How to Swing It

Some Paladin changes announced for patch 3.0.4

A lot of hints and news on the upcoming patch 3.0.4 have been dropped on the forums recently, so like other WoW Insider writers have mentioned on and off, I wouldn't be surprised if we saw it on the PTR in the coming weeks. Before we get ahead of ourselves too much though, there was a lot of neat Paladin stuff announced by Ghostcrawler yesterday. A lot of it is simple stuff we've sort of expected would happen, but there's still some interesting new stuff in there.
  • Divine Shield: Penalty changed so that all damage done is reduced by 50% instead of an attack speed penalty.

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Filed under: Paladin, Patches, Analysis / Opinion

[UPDATED] Paladin changes in Beta build 8926 part I


This is one of the biggest patches to hit Paladins in a while, and it's a mixed bag. Let's get the bad news out of the way first -- all of Seals have been nerfed. All of them. Seal of the Martyr / Blood, Corruption / Vengeance, Wisdom, Light, Justice, Righteousness and even Command have all had their damage reduced. The formulas are tweaks of the values of attack power, spell power, and weapon speed -- a bit complicated to explain in detail -- that result in an overall damage reduction. Now, before everyone gets their panties in a bunch, let me say one thing: don't panic.

We can probably consider this patch the nerf patch, which is an essential part of the tuning process. The developers traditionally start from a high power scale and fine tune it downwards -- I mean, look at the poor Death Knight. This is still the Wrath Beta, and while there is a chance these numbers might stick through to live, testing these lowered numbers are vital to getting everything right for release. If you're in Beta, log in, play with it for a while, and give feedback. If you're not in Beta, hold back a bit from making a ruckus and exercise a little patience until the testing is done. Let's take a deep breath. Now where'd I put my inhaler...

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Filed under: Paladin, Patches, Analysis / Opinion, Expansions, Wrath of the Lich King

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